Since changing laptops and video cards (currently Intel i7 with 8GB RAM and nVidia GeForce 930M with 2GB VRAM) I am using OGLv2 which gives me beautiful graphics and smooth frame rates either when in-car or with replays, although I only use 36fps.

The issues that I continue to have, since changing from D3D7v2 to OGLv2, are that the small screen in the upper right-hand corner shows the cars in a very, very jerky motion (when there are more than 2 or 3 cars in view). Also, at the end of a race the "spinning newspaper" just moves around and round like a slideshow. I can live with these two issues, but thought that I would ask your opinions as to what setting I might change to alleviate those problems.

The issues that I continue to have, since changing from D3D7v2 to OGLv2, are that the small screen in the upper right-hand corner shows the cars in a very, very jerky motion.

Do you mean screen in race weekend menu? If yes then I also have same problem. Cars become 'jerky' only when session time/race standing is open on the left. If I open entry list, or track map, or my lap times then cars motion again become smooth.

Same story here, Greg. Newspaper spins very slowly. And I haven't find solution.

Also be careful. When in race weeken with qualy/race standing open you will try accelerate time then AI results can become corrupted. So it's better to switch to another program page and then start time acceleration.

Yes, Pavel, that is the same for me. How about the 'spinning newspaper' after a race completes and you start to go to the newspaper?

I got both issues since quite some time.
There was a turning point but so much time has passed that I don't remember anymore what was it I learned to live with it. Would be interesting to know if ATI users have them too

Just a little more info for my case in particular. My previous laptop also had a discrete nVidia graphics card and memory .... though less powerful than my current laptop description in Post #1. With that laptop (2009) I ran D3D7v2 because of comments at the time that it was better for both quality and frame rate - which were true. Both current issues were not present with D3D.

The two issues started with my more powerful laptop after I changed to OGLv2. My change from D3D to OGL was to eliminate the massive flickering in the menus (which was not there on my previous laptop using D3D).

The two issues started with my more powerful laptop after I changed to OGLv2. My change from D3D to OGL was to eliminate the massive flickering in the menus (which was not there on my previous laptop using D3D).

Yes Greg, these issues do not happen on d3d. Problem is, as you mentioned, that d3d has massive flickering (which also didn't use to happen a while back).

Seems like the green team is not that good for GPL. I am starting to considerbuying a mule card from ATI just for GPL, and keep using the 970 for other titles

Bob, I just tried setting the in-car / replay resolution to 640x480. I was distracted by something when you first mentioned that test last night. In 640x480 the in-car and replay are smooth as with my native resolution of 1920x1080. So, that's not the issue.

Axel, of course all menus are always in 640x480. As for chat being active in the main menu ... I never drive online, but use only the AI, so I never have chat active - still get the slow down in the small upper right-hand window and with the newspaper spin after a race is completed.

I have never tried to run GPL in a window on my Win 7 desktop. Maybe another test.

Axel, I believe that the newspaper animation (spinning) is a routine within gpl.exe The external graphic and settings files are winning.win, winning.lyt and paperbak.pbf (all within the layout.dat) - some of these are changed for each mod.

I believe the slow newspaper rotation first appeared with the '67 Sports Cars. As Greg said, the code in the gpl.exe actually causes the rotation and the .lyt files most likely have no influence. I've always used NVidia cards so don't know about others.

As a way of background, when we were working on the '67 Sports Cars, our primary programmer left GPL for good, but left us with several sets of beta physics. These sets offered enhanced physics capabilities, but were very buggy so Richard and I spent several months mixing and matching .xml patches to find the best combination that provided the enhanced physics and didn't crash GPL. This was a very laborious task as it was all trial and error. If memory serves, the final set we came up with had the newspaper bug, but it was a small price to pay for the much better physics.

We have been using the same basic set of physics for every mod since and there is no fix for the newspaper bug.